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  1. You can use jumping to do things like: leap across chasms, attack flying creatures, tactically ignore difficult terrain, and more! Unfortunately, Jumping is one section of the rules that I see ignored or hand-waived far too often, so here’s a quick compilation of the jumping rules and how to use them. LONG JUMP;

  2. 5 Φεβ 2020 · If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

  3. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

  4. Limiting access to magical items is expected. You don't want +5 swords in the hands of 1st level characters. But you shouldn't need to limit access to mundane items, especially if they're in the PHB. So if the player can afford Plate armor and wants to buy it, that's fine.

  5. Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

  6. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

  7. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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